Today's always-available interactive computing technology can be exploited in many ways to help people make good choices in everyday life-about options such as products or health-related behaviors but also about the use of computing technology itself. In contrast to persuasive technology, where it is known in advance what option is supposed to be chosen, Choice Architecture for Human-Computer Interaction focuses on systems that help people choose for themselves. Realizing this potential requires a well-founded understanding of the ways in which people make everyday choices and the design strategies and computing technologies that can be used to support these processes. This work offers a compact synthesis of research on these topics that is specifically formulated to be accessible, useful, and memorable to researchers and practitioners in human-computer interaction. It is illustrated with examples that concern the choices that people make while using interactive computing technology, focusing especially on choices concerning contributions to online communities and on privacy-related choices. Extensive references enable readers to consult the original research literature on topics of special interest to them.
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Today's always-available interactive computing technology can be exploited in many ways to help people make good choices in everyday life-about options such as products or health-related behaviors but also about the use of computing technology itself. In contrast to persuasive technology, where it is known in advance what option is supposed to be chosen, Choice Architecture for Human-Computer Interaction focuses on systems that help people choose for themselves. Realizing this potential requires a well-founded understanding of the ways in which people make everyday choices and the design strategies and computing technologies that can be used to support these processes. This work offers a compact synthesis of research on these topics that is specifically formulated to be accessible, useful, and memorable to researchers and practitioners in human-computer interaction. It is illustrated with examples that concern the choices that people make while using interactive computing technology, focusing especially on choices concerning contributions to online communities and on privacy-related choices. Extensive references enable readers to consult the original research literature on topics of special interest to them.
Today's always-available interactive computing technology can be exploited in many ways to help people make preferential choices in everyday life: choices which depend on the tastes, values, current goals, abilities, and situation of the chooser. Some websites and applications are devoted primarily to helping people make such choices (e.g., about commercial products or health-related behavior); even in systems that have other primary goals, the user frequently needs to make preferential choices. The goal of enhancing choosability-the ability to make satisfying preferential choices-should therefore join other traditional HCI goals (such as enhancing learnability). But pursuing the goal of choosability requires us to make effective use of the vast knowledge that has been acquired about the psychology of human choice and decision making, which has so far not been presented in a way that makes it accessible and useful to HCI researchers and practitioners. This book fills this gap. It focuses on preferential choices about the everyday use of computing technology, but the synthesis and theoretical framework presented are largely applicable to other types of everyday choice.
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Zustand: New. Inhaltsverzeichnis1: Introduction 2: Types of Preferential Choice in HCI 3: Choice Patterns: The ASPECT Model 4: Choice Support Strategies: The ARCADE Model 5: Attribute-Based Choice 6: Consequence-Based Choice 7: Experience-Based Choice. Artikel-Nr. 448142580
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Paperback. Zustand: Brand New. 246 pages. 9.00x6.10x0.70 inches. In Stock. Artikel-Nr. x-160198796X
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